#ifndef _RAY_OBJECT_SPHERE_H #define _RAY_OBJECT_SPHERE_H #include #include #include "ray_3f.h" #include "ray_color.h" #include "ray_object_type.h" #include "ray_ray.h" #include "ray_surface.h" typedef struct ray_object_sphere_t { ray_object_type_t type; ray_surface_t surface; ray_3f_t center; float radius; } ray_object_sphere_t; static inline int ray_object_sphere_intersects_ray(ray_object_sphere_t *sphere, ray_ray_t *ray, float *res_distance) { ray_3f_t v = ray_3f_sub(&ray->origin, &sphere->center); float b = ray_3f_dot(&v, &ray->direction); float disc = (sphere->radius * sphere->radius) - ray_3f_dot(&v, &v) + (b * b); if (disc > 0) { float i1, i2; disc = sqrtf(disc); i1 = b - disc; i2 = b + disc; if (i2 > 0 && i1 > 0) { *res_distance = i1; return 1; } } return 0; } /* return the normal of the surface at the specified point */ static inline ray_3f_t ray_object_sphere_normal(ray_object_sphere_t *sphere, ray_3f_t *point) { ray_3f_t normal; normal = ray_3f_sub(point, &sphere->center); normal = ray_3f_div_scalar(&normal, sphere->radius); /* normalize without the sqrt() */ return normal; } /* return the surface of the sphere @ point */ static inline ray_surface_t ray_object_sphere_surface(ray_object_sphere_t *sphere, ray_3f_t *point) { /* uniform solids for now... */ return sphere->surface; } #endif